krish's Recent Forum Activity

  • Heya,

    Wondering if the game is out already?

    We're done pushing our game to both Blackberry and Android and can help out testing or programming.

    I am 24x7x366 reachable at krish at toonheart dot com.

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  • If possible and works well via Intel XDK ( crosswalk ).

    Does it work?

    Implementing clay.io iap plugin and then exporting to xwalk?

  • "Hoppu" is available on GooglePlay!

    I'd love to see you guys play and give me some feedback; or probably leave the good ones on playstore feedback

    https://play.google.com/store/apps/details?id=com.toonheart.hoppu

    Reviews:

    • Challenging as well as addictive! -- LifeHacker
    • If you like Skiing Fred and Despicable Me: Minion Rush, then you will like Hoppu! -- BerryReviews
    • Fills you with levels of exponentially increasing difficulty and challenging obstacles. -- AnimationXpress
  • I don't like making IAPs to hammer the free2play model to make money.

    I like old school, make a game, sell it.

    However, with times I am forced to start using free2play and I hate to fit in IAPs in there; most of the time it fscks with the design of the game.

  • Yeah, my app "spellingfun" or "ABC Spelling Fun" is approved and alive in the Apple App Store exported with Ejecta and using the construct IAP Object.

    Currently just adding the IAP Object to my project causes it to ask for AppStore authentication every time (every time!) someone launches the app, would be much better if this only happened if the IAP object was actually called. I removed all the IAP conditions in my project and it still does this

    Did you raise this in another thread. Was any solution offered?

    Can you please point me to that thread, I'd like to follow it.

    Ashley see what I'm talking about. These small things annoy users that play the game very much.

    In mobile gaming users, the fluctuation is so high that small things can make them just close your app, and go play some other game.

  • IAP is in the works for Crosswalk.

    I noticed that in XWalk's bug trackers and it seems like it is a long time away.

    Like we are today using xwalk, we were earlier depending on cocoonjs.. and it's iap implementation.

    But since it has it's own downsides, now the best way seems xwalk (although it has its own downsides too)

    And is the reason why I raised this is, what if we're again moving away from xwalk to something else? (cordova)... every time we do this, we have to worry about another iap method.

    Honestly, I think C2 should have one natively that just works.

    [quote:dk75cxwy]

    IIRC from the bug report about Blackberry IAP support, we have code in place in the plugin to use it, but Blackberry's documentation is very thin and I advised that you seek support from an official Blackberry rep on it. Did you manage to speak to Blackberry about it?

    I was already working with Blackberry rep (as mentioned in the op), and then I reported the bug, IIRC.

    As I said earlier, they have confirmed that the code you have in iap plugin is for Webworks 1.0 and not 2.0. So we need something there because people are using Webworks 2.0 now.

    Also, they have been kind enough to write up a plugin and I am yet to run final tests as soon as I fix some of our game bugs. (as mentioned in op)

    I'll soon be looking at publishing the same game on iOS too, can someone confirm that IAP for iOS work properly?

  • This is a real pain point which needs addressing guys! :/

  • Guys,

    Has anyone been able to use the Android back button to exit the game or minimize it.

    I'm using crosswalk build and it doesnt seem like it works.

    It would be nice to trigger a app close/minimize when user touches the android system's 'back' and people are kinda asking for it.

  • Long time, but here's the gameplay video I missed posting

  • Joannesalfa

    Interesting. I have been wanting Occlusion Culling for some time now... but never dedicated enough time to get it done.

    One of our gamejam entry could have been better with that. We just had too many objects and it made the game slow.

    Subscribe to Construct videos now

    Would you be kind enough to share your knowledge <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Beautiful stuff.

    I'd like to keep connected for any future requirements I may have

    Sent fb req.

  • yes but

    but on the second layout it begin to be slow on iphone 4

    As Ashley said 51 fps is quite good, but yes the question is how slow does it get eventually?

    Can you give us a figure of that, and also how many more objects are in the 2nd level; nevertheless you can try the list of optimization I wrote in a post above this

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krish

Member since 13 Nov, 2011

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